Pokémon Trading Card Game Rules

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Pokémon Trading Card Game Rules B CHECK Weakness and Resistance of your opponent’s Active Pokémon. Some Pokémon have Weakness or Resistance to Pokémon of certain other types, marked in the lower-left corner of the card. (For example, Froakie has a Weakness to Pokémon.) If the attack does damage, your opponent’s Active Pokémon takes more damage if it has Weakness to the attacker’s type. It takes less damage from a Pokémon if it has Resistance to that Pokémon’s type. Don’t apply Weakness and Resistance for Benched Pokémon! C PUT damage counters on your opponent’s Active Pokémon. When you attack, put 1 damage counter on your opponent’s Active Pokémon for each 10 damage your Pokémon’s attack does (written to the right of the attack name). In the example above, Chespin’s Vine Whip does 10 damage. Then, Froakie’s Weakness of x2 to Pokémon makes that 10 x 2 = 20 damage. So put 2 damage counters with 10s on them on Froakie. If an attack says to do something else, be sure to do that, too! Your attack is complete, so check to see if any Pokémon were Knocked Out by the attack. Some attacks can damage more than one Pokémon, and sometimes they can even damage the attacking Pokémon! So, make sure to check every Pokémon that was affected by the attack. If a Pokémon has total damage at least equal to its HP (for example, 5 or more damage counters on a Pokémon with 50 HP), it is Knocked Out. If a player’s Pokémon is Knocked Out, that player puts it and all cards attached to it in the discard pile. That player’s opponent takes 1 of his or her own Prize cards and puts it into his or her hand. The player whose Pokémon was Knocked Out chooses a new Active Pokémon from his or her Bench. If your opponent can’t do this because his or her Bench is empty (or for any other reason), you win the game! If your opponent still has Pokémon in play, but you just took your last Prize card, you also win the game! D Your turn is over. Next, you take care of a few special things during the between-turns step. 14

Pokémon Trading Card Game Rules 4 BETWEEN-TURNS STEP Before the game continues to the next player, take care of Special Conditions in this order: 1. POISONED 2. BURNED 3. ASLEEP 4. PARALYZED Then, apply the effects of any Abilities (or anything else that a card states must happen between turns). After both players have done these things, check to see if affected Pokémon were Knocked Out. Then, start the next player’s turn! SPECIAL CONDITIONS Some attacks leave the Active Pokémon Asleep, Burned, Confused, Paralyzed, or Poisoned—these are called “Special Conditions.” They can only happen to an Active Pokémon—when a Pokémon goes to the Bench, you remove all its Special Conditions. Evolving a Pokémon also removes its Special Conditions. Asleep Turn the Pokémon counterclockwise to show that it is Asleep. If a Pokémon is Asleep, it cannot attack or retreat. Between turns, flip a coin. If you flip heads, the Pokémon wakes up (turn the card back right-side up), but if you flip tails, it stays Asleep. Burned If a Pokémon is Burned, it may take damage between turns. When a Pokémon is Burned, put a Burn marker on it. Between turns, the owner of the Burned Pokémon flips a coin. If he or she flips tails, put 2 damage counters on the Burned Pokémon. A Pokémon cannot have two Burn markers; if an attack gives it another Burn marker, the new Burned Condition simply replaces the old one. Make sure your Burn markers look different from your damage counters Confused Turn a Confused Pokémon with its head pointed toward you to show that it is Confused. If a Pokémon is Confused, you must flip a coin before attacking with that Pokémon. If you flip heads, the attack works normally, but if you flip tails, your Pokémon receives 3 damage counters and the attack ends without further effect. Paralyzed Turn the Paralyzed Pokémon clockwise to show that it is Paralyzed. If a Pokémon is Paralyzed, it cannot attack or retreat. Remove the Special Condition Paralyzed during the between-turns step if your Pokémon was Paralyzed since the beginning of your last turn. Poisoned A Poisoned Pokémon takes damage between turns. When a Pokémon is Poisoned, put a Poison marker on it. Put a damage counter on each Poisoned Pokémon during each between-turns step. A Pokémon cannot have two Poison markers; if an attack gives it another Poison marker, the new Poisoned Condition simply replaces the old one. Make sure your Poison markers look different from your damage counters. Removing Special Conditions Moving to the Bench removes all Special Conditions. The only Special Conditions that prevent Pokémon from retreating are Asleep and Paralyzed. Since Asleep, Confused, and Paralyzed all rotate the Pokémon card, whichever one happened last to the Pokémon is the only one that is still in effect. Since Poisoned and Burned use markers, those don’t affect other Special Conditions. An unfortunate Pokémon could be Poisoned, Burned, and Paralyzed all at the same time! 15

<strong>Pokémon</strong> <strong>Trading</strong> <strong>Card</strong> <strong>Game</strong> <strong>Rules</strong><br />

4<br />

BETWEEN-TURNS STEP<br />

Before the game continues to the next player, take care of Special Conditions in this order:<br />

1. POISONED 2. BURNED 3. ASLEEP 4. PARALYZED<br />

Then, apply the effects of any Abilities (or anything else that a card states must happen between turns). After both<br />

players have done these things, check to see if affected <strong>Pokémon</strong> were Knocked Out. Then, start the next player’s turn!<br />

SPECIAL CONDITIONS<br />

Some attacks leave the Active <strong>Pokémon</strong> Asleep, Burned, Confused, Paralyzed, or Poisoned—these are called “Special Conditions.” They can<br />

only happen to an Active <strong>Pokémon</strong>—when a <strong>Pokémon</strong> goes to the Bench, you remove all its Special Conditions.<br />

Evolving a <strong>Pokémon</strong> also removes its Special Conditions.<br />

Asleep<br />

Turn the <strong>Pokémon</strong> counterclockwise to<br />

show that it is Asleep.<br />

If a <strong>Pokémon</strong> is Asleep, it cannot attack or<br />

retreat. Between turns, flip a coin. If you<br />

flip heads, the <strong>Pokémon</strong> wakes up (turn the<br />

card back right-side up), but if you flip tails,<br />

it stays Asleep.<br />

Burned<br />

If a <strong>Pokémon</strong> is Burned, it may take damage<br />

between turns. When a <strong>Pokémon</strong> is Burned,<br />

put a Burn marker on it. Between turns, the<br />

owner of the Burned <strong>Pokémon</strong> flips a coin.<br />

If he or she flips tails, put 2 damage<br />

counters on the Burned <strong>Pokémon</strong>.<br />

A <strong>Pokémon</strong> cannot have two Burn markers;<br />

if an attack gives it another Burn marker, the<br />

new Burned Condition simply replaces the<br />

old one. Make sure your Burn markers look<br />

different from your damage counters<br />

Confused<br />

Turn a Confused <strong>Pokémon</strong> with its head<br />

pointed toward you to show that it is<br />

Confused.<br />

If a <strong>Pokémon</strong> is Confused, you must flip a<br />

coin before attacking with that <strong>Pokémon</strong>.<br />

If you flip heads, the attack works normally,<br />

but if you flip tails, your <strong>Pokémon</strong> receives<br />

3 damage counters and the attack ends<br />

without further effect.<br />

Paralyzed<br />

Turn the Paralyzed <strong>Pokémon</strong> clockwise to<br />

show that it is Paralyzed.<br />

If a <strong>Pokémon</strong> is Paralyzed, it cannot attack<br />

or retreat. Remove the Special Condition<br />

Paralyzed during the between-turns step<br />

if your <strong>Pokémon</strong> was Paralyzed since the<br />

beginning of your last turn.<br />

Poisoned<br />

A Poisoned <strong>Pokémon</strong> takes damage<br />

between turns. When a <strong>Pokémon</strong> is<br />

Poisoned, put a Poison marker on it. Put a<br />

damage counter on each Poisoned <strong>Pokémon</strong><br />

during each between-turns step. A <strong>Pokémon</strong><br />

cannot have two Poison markers; if an attack<br />

gives it another Poison marker, the new<br />

Poisoned Condition simply replaces the<br />

old one. Make sure your Poison markers look<br />

different from your damage counters.<br />

Removing Special Conditions<br />

Moving to the Bench removes all Special<br />

Conditions. The only Special Conditions that<br />

prevent <strong>Pokémon</strong> from retreating are Asleep<br />

and Paralyzed. Since Asleep, Confused,<br />

and Paralyzed all rotate the <strong>Pokémon</strong><br />

card, whichever one happened last to the<br />

<strong>Pokémon</strong> is the only one that is still in effect.<br />

Since Poisoned and Burned use markers,<br />

those don’t affect other Special Conditions.<br />

An unfortunate <strong>Pokémon</strong> could be Poisoned,<br />

Burned, and Paralyzed all at the same time!<br />

15

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